论文标题

改变计算机使用行为:用户想要,使用和体验什么

Changing Computer-Usage Behaviours: What Users Want, Use, and Experience

论文作者

Khan, Mina, Patel, Zeel, Wantlin, Kathryn, Glassman, Elena, Maes, Pattie

论文摘要

在过去十年中,基于技术的截图是一个人花费在计算机或手机上的时间,但在Covid-19-19大流行中最令人震惊的是。尽管存在许多基于软件的干预措施来减少放映时间,但用户报告了与干预时机,工具的严格性以及鼓励有机,长期习惯形成的能力有关的各种问题。我们通过进行调查来调查三个研究问题并进一步告知与计算机相关的行为变更应用程序的机制,从而制定了行为干预软件设计的指南。 RQ1:人们想改变什么,为什么/如何? RQ2:人们使用或使用过哪些应用程序,为什么工作是否有效?需要哪些其他支持? RQ3:什么有用/无用的计算机中断?为什么?我们的调查有68名参与者和三个关键发现。首先,时间管理是主要问题,但情感和身体副作用同样重要。其次,通常使用现场阻滞剂,自我跟踪器和计时器,但由于易于使用而不是个性化,因此它们无效。第三,从货币上的休息器,尤其是涉及体育锻炼的人是有帮助的,而屏幕上的休息是无助的,尤其是在长时间的情况下,因为它们没有令人耳目一新。我们建议个性化和闭环计算机使用行为变更支持,尤其是鼓励现场的放映时间中断。

Technology based screentime, the time an individual spends engaging with their computer or cell phone, has increased exponentially over the past decade, but perhaps most alarmingly amidst the COVID-19 pandemic. Although many software based interventions exist to reduce screentime, users report a variety of issues relating to the timing of the intervention, the strictness of the tool, and its ability to encourage organic, long-term habit formation. We develop guidelines for the design of behaviour intervention software by conducting a survey to investigate three research questions and further inform the mechanisms of computer-related behaviour change applications. RQ1: What do people want to change and why/how? RQ2: What applications do people use or have used, why do they work or not, and what additional support is desired? RQ3: What are helpful/unhelpful computer breaks and why? Our survey had 68 participants and three key findings. First, time management is a primary concern, but emotional and physical side-effects are equally important. Second, site blockers, self-trackers, and timers are commonly used, but they are ineffective as they are easy-to-ignore and not personalized. Third, away-from-computer breaks, especially involving physical activity, are helpful, whereas on-screen breaks are unhelpful, especially when they are long, because they are not refreshing. We recommend personalized and closed-loop computer-usage behaviour change support and especially encouraging off-the-computer screentime breaks.

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